Seaweed Leshy

Gramineae's page

113 posts. Alias of Vuvu.


Race

HP 24/24 AC 14(18)/14/11(15) CMD 14; SR 13 F +1, Ref+3, Will +5 (+2 charm/compulsion) Lvl 13/5 Vine +6 4/8 Surge 5/5

Classes/Levels

Skills:
Perception+5 Nature+5 Diplomacy+10 UMD+8 Stealth+12

Special Abilities

Mythic Surge 1d6; Hard to Kill; Mythic Power

Languages

Common, Sylvan, High Fae, Elven

Strength 11
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 14
Charisma 19

About Gramineae

Lootsheet

Sorcerer (Verdant) 2
Favored Class 2 HP

SLA Goodberry 1/1 Invisibility 1/1 5 Berries in hand

Offense:

MW Obsidian Dagger (Fragile) +3 1d3
Bone Club +2 1d4-2

Feats:

Eschew Materials
Green Guardian
Shamed
Toughness
Mythic Toughness

Traits:
Friend in Every Town +1 Diplomacy and Local, Diplomacy is class skill
Irrepressable-Use CHA mod against charm and compulsion effects
Warded Against Witchery +1 on saves vs Evil caster spells and SLA

Skills:

Perception 2 Ranks +5
Nature 1 Ranks +5
Diplomacy 1 Ranks +10
UMD 1 Rank +8
Stealth 1 Rank +12

Spells:

0 DC 14: Acid Splash, Prestidigitate, Mending, Hunted Fey Aspect, Mage Hand
1 DC 15:Mage Armor, Burning Hands 2d4 DC 15

Gear:

Combat MW Obsidian Dagger (fragile)
Cracked Incandescent Blue Sphere(+1 Percep), Cracked Pink and Green Sphere (Diplo), Cracked Deep Red Sphere (Stealth)Ioun Torch, backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (9), trail rations (5 days), and a waterskin, Scroll Case, Scroll of Entanglex2,

Gold 111

Backstory:
Graminae is a member of a rare fey race, created by the lords of Summer, meant to patrol and watch the forest, reporting dangers and when needed stopping them. Gram was one of 6 of his kind that discovered the danger presented by Irrisen to the forest and the Fae. Seeing what was happening they tried to stop it as is their purpose. They failed, only Gram survived. Winter came.

Gram was shamed by his failure and has been sent to fix the problem, doing whatever is necessary. Only when the dangers have been stopped will Gram be allowed to return to his home and resume his wanderings of the forest.

Appearance:

Ever seen a pile of grass clippings? Form that into the form of a small man, with black beedy eyes and a quick laugh and you know what Gram looks like.

Verdant Abilities:

Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.

Bloodline Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.

Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.

Photosynthesis (Ex): At 3rd level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.

Massmorph (Sp): At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day.

Rooting (Ex): At 15th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.

Shepherd of the Trees (Su): At 20th level, your verdant heritage fully manifests. You gain a +4 natural armor bonus. You gain immunity to paralysis, poison, polymorph, sleep, and stunning, and you gain tremorsense 30 feet even when not rooted.

[spoiler=Mythic]
Wild Arcana (Su): As a swift action, you can expend one
use of mythic power to cast any one arcane spell without
expending a prepared spell or spell slot. The spell must
be on one of your arcane class spell lists and must be of a
level that you can cast with that arcane spellcasting class.
You don’t need to have the spell prepared, nor does it need
to be on your list of spells known. When casting a spell in
this way, you treat your caster level as 2 levels higher for
the purpose of any effect dependent on level. You can apply
any metamagic feats you know to this spell, but its total
adjusted level can’t be greater than that of the highest-level
arcane spell you can cast from that spellcasting class

Bloodline Intensity (Su): Your mythic power intensifies
your sorcerer bloodline. Select an additional bloodline
feat from your bloodline’s list of feats. You must meet the
prerequisites for that feat. You can also cast each of your
bloodline spells once per day without them counting
toward the number of spells you can cast per day. You
must have the bloodline class feature to select this ability.

Spoiler:
Custom Race

Fey 2rp
flexible ability bonues (dex, cha) 2 rp
Spell Resist Greater 3 rp
Spell like ability lesser: Invisibilty 2 rp
Spell like ability lesser: See Alignment 1 rp
Total 10 pts